glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
if (display_mode == DISP_WIREFRAME)
- {
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_BLEND);
- }
- else if (display_mode == DISP_SURFACE)
+ display_mode = DISP_SURFACE;
+# endif
+
+ if (display_mode == DISP_SURFACE)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
}
- else
+ else /* display_mode == DISP_WIREFRAME */
{
glDisable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);